Configured to be compatible out of the box with the original
Areas may be any size and shape, and may differ in size and shape relative to one another
Area Tags may contain more than just the area's coordinates, and thus more than one grid of areas (region) can exist in a module.
Grids can be configured as Cartesian or have the same orientation as the orginal by Jaga
Grid Nodes may be flexible (any size allowed and each node can be a different size) or inflexible (each grid node is a fixed size, but an area may contain one or more grid nodes, and thus adjacent areas may be different sizes).
Trigger can be an Area Transition Trigger (instead of a Generic Trigger), and the script can work with Transition Targets if they are specified for the trigger.
if you need help getting your head around the settings, or find any bugs or have any other questions or comments, please let me know. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Tyndrel at 2013-03-18 06:22:04 Voted 10.00 on 03/18/13
One of the worlds I've been working on uses the original seamless transition system so any improvement is more than welcome.
Thank you,
Tyndrel. _________________________ All the thanks the designer gets is your vote, please use it.
Of Time and Death's Feast Link ~ Leybury Link ~ Shadow Mountain PW Link ~ CEP Skybox Reference Link ~ 1.69 Texture Reference Link
I addressed a math bug which made complex areas problematic, and improved area finding when attempting to transition in a diagonal direction.
Previously if exiting from a corner, a diagonal direction (NE, NW, SW, SE) would be tried and if it failed, then the transition stopped. Now it tries a fallback direction. If the PC is in a corner, first it tries a diagonal direction, then it tries the next most likely cardinal direction based on which edge the PC is closer to. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Toro at 2013-03-11 20:46:45 Voted 10.00 on 03/11/13
Been waiting on this for ages, Much appreciated !
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